Systems and methods for location based games and employment of the same on location enabled devices

ABSTRACT

A location-based game system is provided. Such a system may take the form of any device (e.g., a wireless telephone) that includes a locating device (e.g., a GPS system). One such location-based game may operate such that the actual, physical location of a user on a physical playfield corresponds to the location of a virtual character on a virtual playfield. Such location based games are referred to herein as actuality games. In one multiplayer actuality embodiment, two game devices may communicate location, and other, information to a remote database such that the two user&#39;s may interact on different physical playfields, but play on the same virtual playfield. A number of wireless communications protocols, self-configuration, and auto-download software applications are also provided to optimize integration with, for example, a wireless telephone.

CROSS-REFERENCE TO RELATED APPLICATION

This application claims the benefit of U.S. Provisional PatentApplication No. 60/499,810 filed on Sep. 2, 2003 which is herebyincorporated by reference herein in its entirety.

This application claims the benefit of U.S. Provisional PatentApplication No. ______ filed on Aug. 20, 2004 titled “Wireless DevicesWith Flexible Monitors and Keyboards” (Docket No. JDM/007) which ishereby incorporated by reference herein in its entirety.

BACKGROUND OF THE INVENTION

This invention relates to video games and video game systems.

Virtual reality games have been developed where a user places a helmeton his/her head and is immersed into an alternate reality via a displaylocated in the helmet. This user is then allowed to move through analternate reality by means of a joystick. The user is displayed thealternate reality from a first person perspective. A user is limited inactual physical movement by means of a very small (e.g., 48 inches)enclosed virtual reality platform. Such traditional virtual realitysystems are deficient because of the need for additional, unneededmanual actions to be made to move a joystick in order to move the userthrough the alternate reality. It is therefore desirable to provide agame system with improved user controls.

Traditional virtual reality systems are also unsafe because a usercannot visually see his/her physical environment. Guard rails aretypically provided such that a user cannot stray from the virtualreality platform. Yet, a user may become distorted in the alternatereality and lose a sense of direction as to where such rails arelocated. Thus, a user may dangerously contact such guard rails orforeign objects introduced onto a virtual reality platform. It istherefore desirable to provide safer game systems.

Traditionally heavy computer hardware, multiple platforms, largeinterconnection wires, and numerous manual control devices are requiredto immerse more than one user in the same alternate reality. Suchvirtual reality systems typically cost in the tens of thousands, tohundreds of thousands, of dollars. It is therefore desirable provide aneconomical video game system with improved functionality. It is alsodesirable to provide software that can realize improved gaming systemsin traditional devices such as wireless telephones.

Zingy.com offers wireless telephone ringers for sale and download.Zingy.com allows a user to enter in a wireless telephone number and acorresponding wireless telephone model a website. The user, however,must set up a user profile through a user identification process thatincludes sending a text message containing a confirmation code to thewireless telephone number. A user must enter in this confirmation codeon the website to confirm that the user is in possession of the wirelesstelephone. Desired ringers must be paid for, and downloaded, one at atime. After a particular ringer has been purchased, that user is sent,via a text message, a Wireless Access Protocol (WAP) address. Such anaddress must be manually extracted from the text message, or entereddirectly into a browser, in order to be directed to the location of thedesired ringer. The user's wireless telephone will then ask the user ifthe material is OK to download. Only one ringer may be downloaded to awireless device at a time. It is therefore desirable to provide improveddata interchange capabilities for a wireless device.

Sprint offers a VISION PCS service in which the internet location of aGlobal Content Descriptor file (.GCD file) must be sent, via textmessaging, to a Sprint VISION PCS wireless telephone in order todownload a file (e.g., a ringer) from a website (e.g., Zingy.com). This.GCD file contains a variety of data fields that tell the wirelesstelephone, the size of the file, the title of the file, the creator ofthe file, the file type, and file's internet storage location.Traditional wireless telephones contain programs that use theinformation of the .GCD file. For example, if the size of the file, asdescribed by the .GCD file, is too large then the wireless telephonewill prompt the user that the file is too large to download. Suchsystems are deficient because two files must be transferred in order tomanually obtain a download of a single file. It is therefore desirableto provide a wireless telephone that does not need to download a .GCDfile, or a similar file, in order to download content.

SUMMARY OF THE INVENTION

The present invention provides an actual, reality-based video game inwhich a user's physical (actual) location on a playfield, reflects avirtual game character's virtual location in a video game environment.In this manner, an actual-reality (hereinafter “actuality”) video gamesystem may be provided. Generally, an actuality game is a location-basedgame where a user's location on a physical playfield corresponds to avideo game character's location on a virtual video game playfield.Multiple types of other location-based games are also provided.

Multiple type of displays are provided that realize a variety ofdifferent types of location-based games. For example, a gaming system isprovided in which a user's actual environment is completely visible to auser. In this manner, a game system that provides a visible physicalplayfield may be provided. A display (e.g., a monitor) may be providedto display the video game to a user. A location device may be includedin the video game system such that the actual location of the video gamesystem may be obtained and utilized, for example, to control thelocation of a virtual video game character on a virtual playfield. Inthis manner, the user is provided as choice wether or not to view eitherthe physical playing field or the game system display while operatingthe game.

As per another example, a game system is provided with a transparentdisplay such that virtual indicial may be presented on portions of thedisplay. Such virtual indicia may be configured to block, manipulate, oroverlay a portion of a user's actual, physical environment. In thismanner, a game system that provides a semi-visible physical playfieldmay be provided. Such displays may be, for example, flexible,transparent, and head-mounted display. Alternatively, such virtualindicia may be displayed directly on the retina through the use of lightemitting elements. One advantage of a semi-visible environment gamesystem is that the system allows a user to travel safely at fast speedsthrough a physical environment. The is because the user may be able tosee all of, or part of, his/her physical environment.

In such a game system that provides a semi-visible environment, a usermay go to a soccer field, mount a semi-visible environment gaming systemdisplay over his/her field-of-view, download a “goalie” video game, andpractice blocking penalty kicks that are shown through the display.Expanding this example, as a virtual ball is virtually kicked on thehead-set, the user may change locations to try and block the ball. Inthis manner, the gaming system may use the user's location to render thenext frame of images display on the user's display. Thus, if a usermoves one foot to the left towards the ball, the video game system mayrender the ball to be one foot closer to the user in the next frame.

Yet another game system is provided in which the video game displaycompletely immerses a user into a virtual reality so that a user cannotsee his/her physical environment. In this manner, a game system thatprovides a non-visible physical playfield may be provided. Locationinformation may be utilized, for example, to determine a virtualcharacter's location (e.g., a particular first-person perspective) inthe virtual realm.

At any time during gameplay, a user's location may be used as areference by the video game or another user's video game. For example, achild in his/her backyard in the U.S. may play a game of virtual PACMANwith his/her father that is located in a park in Japan. At the beginningof such a multiplayer game, information about the starting location ofeach user may be utilized as a points of reference for the game.Accordingly, the game system may transmit the child's location withrespect to the child's starting location to his/her father's gamesystem. The father's game system may then utilize this information todetermine where the child would be if the two user's were playing on thesame physical playfield. Accordingly, the father and child may play thesame actuality game together even though the father and the child are onopposite sides of the world.

A visor may be provided that includes a transparent display such thatvirtual objects can be overlayed/placed onto the user's actual, physicalenvironment. If the game is a reincarnation of the classic game ofPACMAN, maze walls may be provided to a transparent display. Thus, auser may see the actual environment that the user is running through(e.g., the actual, physical playfield) and also see the maze walls thathe/she has to follow (e.g., the virtual playfield).

Any device with a locating device and a display may be programmed to beat least a visible environment game system. For example, a wirelesstelephone with a Global Positioning System (GPS) system may be utilizedas a visible environment game system that plays, for example, actualitygames. As introduced above, one actuality game may be a reincarnation ofthe classic game of PACMAN. Such a game may include a multiplayer modewhere multiple players may simultaneously play the game. Control of, forexample, PACMAN may be provided by changing the location of the wirelesstelephone. A different player could use a different game system (e.g., adifferent wireless telephone) to control a ghost in the same game. Sucha different user may be located on a remote playfield (e.g., in a parkin Japan). Thus, a user may look down at a display screen, see his/hercharacter, and run around his/her physical environment in order tosimilary run his/her virtual character through a virtual maze.Communication devices may be included in such multiplayer game systemssuch that individual gaming systems may communicate location informationto each other or a remote storage device. Such a remote storage device(e.g., a remote database) may be periodically updated with each user'slocation information and periodically accessed by each user's device toobtain, for example, the other user's location. Accordingly, the abilityof a wireless telephone to transmit/receive data may be utilized torealize multiplayer actuality games or other location-based games.Alternatively, the devices may establish a direct communications linkwith each other.

Additional locating devices, or directional devices, may be placed on auser to obtain additional transparent controls (e.g., controls where auser does not have to perform an unnatural action). For example, a GPSdevice (or any type of locating device) may be placed on a user's hand.A hand-word locating device may be used to obtain the location of auser's hand in a three-dimensional field. Therefore, the height,latitude, and longitude of the user's hand may control the height andposition of a virtual game character's hand (or other movement).

As per another example, a locating device may be provided on ahead-mounted display that determines how the head-mounted display moveswith respect to a reference point. In this manner, the video game may beprovided with signals representative of the direction that the user'shead is pointed towards. A directional electronic compass is alsoprovided through the configuration of two location devices (e.g., twoGPS devices). If, for example, one location device is placed in onelocation of a portable gaming system (e.g., the front of a visor) and asecond location device placed in a second location of the portablegaming system (e.g., the back of a visor) then the direction the visoris pointing may be determined be determining the location of these twolocation devices.

Additional locating and/or directional devices may be provided on otheractual objects (e.g., a sword, gun, baseball bat) such that the locationof these objects may also be utilized to provide input to thelocation-based video game. For example, multiple locating devices may beprovided in a baseball bat such that a user may play an actuality gameof baseball.

Simplistic examples of a location-based game system are provided (e.g.,a dedicated non-communicating one-player game system). Such systems maybe constructed and marketed for considerably less than conventionalhardware (e.g., less than the cost of a wireless telephone).

Additional manual controls may be provided to increase the functionalityof a game system of the present invention. Such manual controls may be,for example, buttons and/or joysticks.

A data interchange may also be provided. Users may upload content from awireless telephone and allow different users (e.g., selected users) todownload content to their different wireless devices (e.g., a wirelessPersonal Electronic Device). Interactive games are provided to wirelesstelephones by, for example, including a database that can store aplayer's progress in the game.

An automatic content update, or an automatic content download, may beprovided to a wireless telephone user. Such an update may be the resultof a paid subscription for such periodic updates. A wireless telephoneis provided that includes the ability to have non-service providerautomatic updates without the consent of the wireless telephone's userevery time data is downloaded. A wireless telephone is also providedthat is operable to download a file directly without a .GCD, or similar,file.

Conversion components are also provided that may provide alocation-based game functionality to a non-located enabled device. Forexample, a peripheral with a game, a locating device, and a wirelesstransmitter/receiver, may is provided that may interface with aparticular non-location enabled device. Such a peripheral may beoperable to interface with PCMCIA slots or USB ports. In this manner, alaptop user may purchase a conversion component so that the laptop isoperable to play a particular location-based game or take on theattributed of a location-based gaming system.

A stationary game system is provided that interacts with anactual-location based video game system of the present invention. Inthis manner, a user of a stationary gaming system (e.g., a home PersonalComputer) may play a game against the user of an actuality gamingsystem. Using PACMAN as an example, the stationary user may control aghost with a joystick while the location-based user controls PACMAN withhis/her physical location on a physical playfield. A handicap may begiven to the stationary user such that the actual-location based user isprovided with an advantage (e.g., the handicap's player may moveslower).

BRIEF DESCRIPTION OF THE DRAWINGS

The above and other features of the present invention, its nature andvarious advantages will be more apparent upon consideration of thefollowing detailed description, taken in conjunction with theaccompanying drawings, in which like reference characters refer to likeparts throughout, and in which:

FIG. 1 is an illustration of one embodiment of a gaming system topologyconstructed in accordance with the principles of the present invention;

FIG. 2 is a flow chart for a variety of functionalities that may beincluded in a gaming system constructed in accordance with theprinciples of the present invention;

FIG. 3 is an illustration of a wireless telephone for use as a gamingsystem constructed in accordance with the principles of the presentinvention;

FIGS. 4-5 are illustrations of user interfaces, and accompanyingfunctionality, constructed in accordance with principles of the presentinvention;

FIG. 6 is an illustration of one embodiment of a gaming systemconstructed in accordance with the principles of the present invention;

FIG. 7 is an illustration of one embodiment of a gaming systemconstructed in accordance with the principles of the present invention;

FIG. 8 is an illustration of a game system architecture constructed inaccordance with the principles of the present invention;

FIG. 9 are illustrations of multiple game system configurationsconstructed in accordance with the principles of the present invention;

FIG. 10 is an illustration of a gaming system constructed in accordancewith the principles of the present invention;

FIG. 11 are illustrations of gaming system peripherals constructed inaccordance with the principles of the present invention;

FIG. 12 is an illustration of a gaming system network constructed inaccordance with the principles of the present invention;

FIG. 13 is an illustration of a gaming system constructed in accordancewith the principles of the present invention; and

FIG. 14 is an illustration of a flow chart of a multiplayer game thatshares location information constructed in accordance with theprinciples of the present invention.

DETAILED DESCRIPTION OF THE DRAWINGS

U.S. patent application Ser. No. 10/400,296 filed on Mar. 25, 2003titled “Systems and Methods for Locating Wireless Telephones andSecurity Measures for the Same” (Docket No. JDM/002) is herebyincorporated by reference herein in its entirety.

U.S. patent application Ser. No. 10/797,801 filed on Mar. 9, 2004 titled“Systems and Methods for Providing Remote Incoming Call Notification forWireless Telephones” (Docket No. JDM/004) is hereby incorporated byreference herein in its entirety.

FIG. 1 shows gaming system 100 in which locating device 131 receiveslocation signals from satellites 111-113. Persons skilled in the artwill appreciate that satellites 111-113 may be transmitters placedaround a physical playfield (e.g., may be placed around/suspend abovethe perimeter of a physical playfield). Wireless telephone 130 may houselocating device 131 and may provide a location-based game on display140.

To initiate a location-based game, a user may be prompted to set anorigin for the game trough a Graphical User Interface (GUI).Alternatively, an origin may be set automatically. Furthermore, a GUImay be provided that prompts a user on how much free physical space isneeded on all sides of the origin for gameplay. Such a functionality mayallow a user to locate a proper spot on an actual, physical playfieldbefore gameplay begins or to allow a video game to establish a referencelocation. The dimensions of the physical playfield may be operable to bechanged by a user. For example, a user may be provided with a number ofphysical playfield dimensions to choose from as shown in GUI 411.

In multiplayer embodiments, for example, a user may determine playfielddimensions and an opponent may be, for example, requested to confirmthat user's selected dimensions (or display that user's selecteddimensions). Alternatively, each user may select different dimensionsfor their local, physical playfield and control signals may beappropriately scaled as will be discussed below. Default dimensions forthe physical playfield may be utilized by a video game and displayed toa user. Such dimensions may be changed during operation of the videogame (e.g., a game may be PAUSED, taken to a different physical,playfield, and the physical playfield dimensions may be changed beforethe game is RESTARTED).

Persons skilled in the art will appreciate that location-based videogames may be initially configured in a variety of ways by a user. Forexample, a user may be provided with a GUI that includes a number ofchoices as to the shape of an physical playfield (e.g., a circle,square, or rectangle). As per another example, GUI 412 may be providedin which a user may go to a physical playfield boundary that the userdesires and establish that location as a location boundary for a game.Dimensions information may be utilized by a video game system todetermine how to scale location-based inputs. For example, if a user isplaying an actualty game of PACMAN then a user movement in a 10 ft.×10ft. physical playfield may result in PACMAN moving faster than that sameuser movement in a 100 ft.×100 ft. foot physical playfield. Accordingly,a video game system may scale location inputs such that a person playingon a 10 ft.×10 ft. playfield may play in the same virtual playfield(although multiple displays may display the virtual playfield) as a userplaying on a 100 ft.×100 ft. playfield. A program may scale user inputsbased on, for example, the dimensions (e.g., size) of both user'splayfield or scale to a user defined or default playfield. Controlsignals may be transmitted to other game systems such that scaling istaken into account. For example, transmitted control signals mayrepresent the direction and magnitude that a current player's locationis away from that user's origin. Dimension information for a user'sphysical playfield may also be transmitted to other user's game system.Using any one of a number of scaling methods, a user's movement North ofhis/her physical playfield origin by 10% may cause an opponent to view,on the opponent's display, movement of the user's video game characterto a location 10% North of the opponent's origin.

Persons skilled in the art will appreciate that a variety of locatingdevices may be utilized. For example, a Global Positioning System (GPS)may be utilized. Alternatively, a Local Positioning System (hereafter“LPS”) may be utilized. Additionally, the difference in two locationsprovided by a locating device (e.g., the magnitude and direction of alocation to an origin) may be utilized to move a character in a videogame playfield (or provide other control signals to the video gamesystem). Similarly, devices that measure movement (e.g., anaccelerometer) may be utilized as a locating device. Accordingly,acceleration information may be translated into location information andthis location information may be utilized as a control signal (e.g., forchanging the location of a video game character).

Person skilled in the art will also appreciate that any type of devicemay be configured into a gaming system of the present invention. Inaddition to wireless telephones (e.g., cellular or PCS wirelesstelephones), laptops, Personal Digital Assistants (e.g., PDAs),Blackberries, Personal Electronic Device (PED), iPODs, or any otherportable electronic device may be utilized.

Multiple portable gaming systems may be operable to directly communicatewith each other (e.g., Cellular, PCS, WiFi, radio, satellite, orinfrared communications) in order to achieve a variety of functionality.For example, portable gaming systems may communicate locationinformation directly with one another in order to increase the speed intransferring location information. Alternatively, one or more remotestorage devices (e.g., a database or memory) may be provided that storeslocation information for one or more users. Portable gaming devices mayroutinely retrieve other user's location information from such a remotestorage device. Portable gaming devices may also routinely writelocation information for a particular user to such a remote storagedevice either periodically, continually, or as soon as a new locationreading has been completed.

To decrease the weight of a portable gaming device, a base station(e.g., base station 170) may be provided that includes components thatmay otherwise be included in a portable gaming system. For example, asatellite communications device may weigh more than a WiFi device. Inthis manner, a WiFi transmitter/receiver may be included in the portablegaming device to relay the portable devices location information to thebase station. The base station may then use, for example, the satellitecommunications transmitter/receiver to update location information on aremote storage device. Alternatively, the base station may include, forexample, the remote storage device for one or more portable devices.

Base stations (e.g., base station 170) may also include a majority ofthe processing circuitry for a gaming system. For example, a portablegaming device may be provided with a display, a locating device, and atransmitter/receiver. This portable gaming device may periodicallytransmit location information to a base station. The base station mayuse this information as an input to a video game being played, render anew frame for the portable display, and forward this newly renderedframe (that takes into account the impact of the new location-basedcontrol signal) to the portable gaming device. Multiple portable devicesmay utilize one base station. Similarly, one portable device may utilizemultiple base stations. Base stations may also communicate informationbetween each other.

FIG. 2 shows flow chart 200 that includes a variety of differentfunctionalities that may be included in a location-based gaming system.Persons skilled in the art will appreciate that any number of steps maybe added to, or removed from, flow chart 200. Generally, flow chart 200may be utilized in a location-based game where the location of a user ona defined physical playfield, or that user's latitude/longitudeinformation in the world, is utilized as a control signal to alocation-based game. In one embodiment, such control signals may, forexample, replace a tradition joystick such that a user's physicallocation is utilized as the main control device for a game (e.g.,control a character's location in a video game's virtual playfield).

Step 201 occurs when a request for a location-based game is received.This may be simply a user turning ON a location-based gaming system(e.g., turning ON a dedicated PACMAN location-based system) or a userselecting a location-based game from a list of location-based games. Ifa list of games is provided such games may be stored locally (e.g., onthe gaming system). Alternatively, the list may be stored remotely, orlocally, and a selected game may be downloaded from a remote location(e.g., wirelessly from a remote database). A cost may be associated withsuch location-based games and a user may be required to agree topurchase the game or rent the game for a period of time. Such gamedownloads may be free of charge. A subscription (e.g., an yearly ormonthly billed subscription) may be purchased by the user such that alllocation based games are free to download while the subscription lasts(e.g., has not expired). Alternatively, an amount of time for gameplaymay be purchased (e.g., 10 hours).

Step 201 may alternatively commence when a user starts a game on alocation-based gaming system. Step 201 may also commence when a useragrees to join a game (e.g., a different user requests that the userplays a multiplayer location-based game).

Step 203 determines if the game needs an origin setting. Persons skilledin the art will appreciate that many embodiments of a location-basedgaming system may operate without the need to set an origin. Forexample, the longitude and latitude of the location of a user in theworld may be utilized as a control signal. For example, if thelocation-based game is a single-player game of PACMAN then the game mayutilize multiple instances of the user's location to determine thechange in location and translate this change in location into a controlsignal to move PACMAN through a virtual video-game playfield such as amaze. As per another example, an origin-functionality may not beutilized, although it may be utilized in some embodiments, in alocation-based game where the actual location of a user in the world isa control signal. For example, one location based game may providecontrol signals depending upon the city that the user is located in(e.g., New York City may cause one control signal to be provided whileWashing D.C. may provide a different control signal to be provided). Ifa game does utilize an origin setting then, for example, step 217 mayoccur.

As stated above the game may autonomously set an origin for the game. Assuch step 209 may be initiated from step 201. In this manner, step 203may not be included in a gaming system. Generally, step 203 is includedto emphasize the varieties of gaming systems that may be provided.

If a game, or gaming system, needs a manual origin setting then, forexample, step 205 may occur. Step 205 may prompt a user to position thedevice at a desired origin. Step 207 may then wait for a user to submitthe origin (e.g., for a user to select a physical location as the startof a game). Persons skilled in the art will appreciate that even if anorigin is not utilized by a video game, or video game system, that auser may still be provided with a display screen that allows a user tofind a clear area before gameplay. In this manner, a “when you find anopen area, and are ready to begin gameplay, press OK” display screen maybe provided for a game, or game system, that does not utilize an originas a reference location. Persons skilled in the art will also appreciatethat in some embodiments, a user may select a perimeter by, for example,going to locations on the perimeters (e.g., the corners of a rectangle)and recording these perimeter locations. The video game, or video gamesystem may utilize such perimeter locations to derive an origin. Anorigin-based game may, or may not utilize, perimeter locations.Additionally, setting a perimeter may encompass a variety ofembodiments. For example, a location reading outside of a perimeter maystill be utilized as a control signal (e.g., to deduct a particularnumber of points from a user's score). Alternatively, only locationreadings inside (and possibly even on) the perimeter may be utilized bya particular gaming system embodiment.

Step 207 may reiterated until a user selects a location as the originfor gameplay. Once a user selects a location for the origin of gameplaythe device may record (e.g., in local memory or in remote memory such asa remote database) the location of the selected origin (e.g., byobtaining the location from a locating device) and use this location asa reference location during gameplay. Multiple features may be providedas the result of including, for example, one or more reference/originvalues. As shown above, one such feature may be a multiplayer featurewhere the players may be located on different physical playfields.

Step 209 may be initiated, for example, after an origin is selected instep 207 or autonomously after step 203, or step 201, occurs. Step 209may then take a reading of one or more locations for a user's locatingdevice to determine a reference location (e.g., an origin). Step 209 mayobtain location information for a period of time (e.g., 1 minute) andaverage the location information together to obtain a referencelocation. During this time a display screen may be displayed to the useralong the lines of “stay perfectly still while we calibrate the gamewith your current location.” Persons skilled in the art will appreciatethat additional configuration steps may be provided. For example, a usermay be asked to take a step forward and a step back, and shown the speedof the movement of a video game character based on that movement so theuser may determine if the game-speed is acceptable (and if not, changethe perimeter of the game or the scaling of user movement to charactermovement). In this manner, step 209 may also begin tracking the user'slocation continually, or periodically.

At any time, a user may be prompted if a multiplayer game is desired.For example, a user may be prompted if a multiplayer game is desired instep 213. Step 211 may be included in flow chart 200 to located nearbyplayers that can play the game. For example, a communications device maysend out a signal to determine if any other similar, or compatible,devices are on the physical playfield (or a surrounding area).Alternatively, a player exchange may be provided in which thecommunications device sends a signal to the exchange noting that theuser is desires to play a particular game in a multiplayer mode. Ifanother player desires to play the game on the exchange then, forexample, the two player's gaming systems may autonomously be configuredwith information about each others origin so that a multiple-player gamemay be initiated. Persons skilled in the art will appreciate that theorigin of a users device does not need to be transmitted to the otherusers in a multiplayer game. Instead, control signals may be translatedinto control signals that a different user's device may utilize. Forexample, instead of transmitting an origin, a device may transmit asignal that represents a particular distance and direction (e.g., 5 feetNorth or 10% North of the physical playfield). Generally, suchmultiplayer control signals may assume that each user started at anorigin and that each user's device recorded such an origin. As can beseen, multiple methods may be utilized to SYNC the location-aspect ofmultiple location-based gaming devices.

Various other multiplayer configurations may also be provided. Forexample, a user may enter in the phone number of a wireless telephoneand request if the user of that wireless telephone wants to play amultiplayer game wants to be played. Accordingly, the requested wirelesstelephone may be anywhere (e.g., halfway across the world) and still berequested to commence play on the same virtual, video-game playfield(e.g., by uploading data to a remote server or communicating directlywith the wireless telephone). Step 215 may be utilized to initialize anycommunications link needed between the gaming devices (e.g.,communications to a common remote memory device such as a database).Step 217 may be utilized to begin gameplay of a location-based videogame.

FIG. 3 shows wireless telephone 300 constructed in accordance with theprinciples of the present invention. Wireless telephone 300 preferablyincludes speaker 330, antenna 310, display screen 320, control keys 360,alpha-numeric keys 350, and microphone 340. Wireless telephone 300 alsopreferably may include, for example, a communications transmitter (notshown), communications receiver (not shown), memory (not shown),positioning device such as a GPS or LPS (not shown), and amicroprocessor (not shown). Control keys 360 may include any number ofjoystick, control buttons, or other user interfaces (e.g., speechrecognition controls). Such control keys 360 may be utilized to provide,for example, additional control signals to a location-based game orgaming system (e.g., a control may be utilized as a FIRE or ACTIONbutton). Controls may also be included in wireless telephone 300 thatare directed to location-based games and, in some instances, are usedexclusively for location-based games. For example, ACTUALITY button 165may be included on wireless telephone 300 that, when pressed, provides alocation-based game, a list of location-based game, or a location-basedgame service. The use of ACTUALITY button 165 may alternatively,automatically log a user into a location-based game network that mayprovide not only location based games but additional information suchas, for example how many users are requesting opponents for a particulargame.

Persons skilled in the art will appreciate that a gaming devicededicated to a single game (e.g., FROGGER) may be easily incorporatedinto a device the size of, for example, a traditional Tamagochi device.Such dedicated devices may be sold relatively cheaply (e.g., $40). Agaming device may also accept cartridges of different games so as toreduce the need of purchasing a new location device with the purchase ofa game. As discussed above, games can also be wirelessly downloaded to aportable gaming device or a traditional commercial device if thatcommercial device includes, for example, a locating device.

FIG. 4 shows display screens 425, 450, and 475 that may be provided to agaming device.

Display screen 425 displays a list of location-based games that a usercan choose from. Display screen 425 may display information other thanjust the title of each game. For example, display screen 425 may alsodisplay the dimensions of the physical playfield that is needed to playthe game (or the preferred or default dimensions). Display screen 425may also display information related to if a different user hasrequested an opponent to play the game (or the number of differentuser's waiting for an opponent). Any game list be scrollable, orpartitioned into multiple display screens, such that a large number ofgames may be included on the list.

The games on such a list may be stored locally (e.g., in onboard memory)or remotely (e.g., on a remote database). Additional information thatmay be displayed on display screen 425 may include whether or not a userhas purchased such a game, the amount of time left in a rental periodfor a game, the size of the game (e.g., 1 MB), and information about thegaming device (e.g., 100 MBs of memory available). Any other type ofinformation may be included on any display screen described herein.

Display screen 450 is one example of the information that may bepresented when a location-based game is chosen. Display screen 450 mayalso contain a static (e.g., transparent) origin functionality such thatwhen a user acknowledges reading the instructions, the system willautonomously record an origin location. As stated above, an origin doesnot have to be set for a location-based game to be played where movementon a physical playfield correlates to a video game character's movementon a virtual video game playfield.

Display screen 475 is one example of a multiplayer initialization screenand accompanying functionality. More particularly, display screen 475may include additional information such as how to, for example, initiatea multiplayer game. In one multiplayer embodiment, the gaming device maygenerate a gaming code unique to that device. Such a code may, forexample, include information about the location device and the gamebeing requested. For example, ID#PAC52312, as illustrated, may includePAC to correspond to a particular game (e.g., PACMAN) and 52312 tocorrespond to the ID of a particular device (e.g., a telephone number)or a particular user that is logged into a device (e.g., user 52312). Asin another multiplayer embodiment, a gaming device may include acommunications receiver/transmitter to locate if one or more otherdevices are within range. Such a multiplayer signal may be signaled uponrequest of a particular multiplayer game. For example, display screen465 may be initiated if “PACMAN (MULTIPLAYER)” is chosen from a list ofgames.

FIG. 5 shows display screens 525, 550, and 575.

Display screen 525 is a screen that allows a user to chose from avariety of characters for gameplay. In this manner, display screen 525may be utilized in a multiplayer game such that each player may chose adifferent character or in a single player game. These characters mayhave different modes of operation (e.g., different goals, gamingconstraints, and characteristics). For example, in PACMAN the goal ofPACMAN is to eat pellets and run away, at times, from four ghosts. Theghosts, however, have a goal of killing PACMAN. Each ghost may, however,have different speeds (e.g., different characteristics). Playercharacteristics may include for example character speed, weapons,fighting styles, ability to do particular actions, or any othercharacteristic.

Display screen 550 may provide the user with a rule-set for the playerthat is chosen from display screen 525. A location-based game where auser's actual physical location on a physical playfield correlates to avideo game character's location on a virtual video game playfield mayrequire that the operational rules of current game be changed. UsingPACMAN as an example, in the classic PACMAN, PACMAN is not operable tostray close to maze walls. In an actuality PACMAN game, however, aplayer may stray close to maze walls and even come into contact withmaze walls. Hitting a maze wall may be similar to a user contacting, orpassing through, a perimeter of the video game playfield. In thismanner, functionality is provided for this scenario. For example, a usermay be deducted a particular number of points if that user contacts amaze wall, a game's perimeter/boundary, or an object that a video gamecharacter cannot pass through and/or cannot use. For the purposes ofthis application, such objects will be referred to as impenetrableobjects. One alternative to reducing points is to stun the character fora period of time (e.g., not allowing the video game character to movefor a period of time), reduce the number of lives of that character(e.g., reduce the number of character lives left by 1), or end the game(e.g., display “GAME OVER” to the user).

As per another example, the gaming system may be configured to stop themovement of a video game character when a user travels through thelocation on a physical playfield that correlates to an impenetrableobject on a virtual playfield. Thus if a user travels to through a wall,PACMAN may be left behind on the side of the wall that the userpenetrated. The game may be configured such that the user may regaincontrol of the video game character by returning to, or near, thelocation where the video game character was left behind.

Display screen 575 includes one embodiment of a screen shot from alocation-based game, particularly an actuality game PACMAN game. Virtualcharacter 576 is first displayed to a user at the virtual character'sorigin. As a player moves around a physical playfield, the player'sactual location may be translated into a virtual location for virtualcharacter 576. As mentioned above, one of the many ways in determiningvirtual character movement may be by determining the difference anddirection between the user's current location and his/her originlocation. Such information may be stored, retrieved, and/or processed asa vector. Thus, as a user runs through a playground, character 26 maythrough the virtual environment of display screen 575. If vectors areused as control signals, these vectors may be communicated to otherplayers such that a multiplayer game is realized. Such vector sharingmay be desirable in order to keep the actual location of a user privatefrom opponent users. A user may, however, give an opponent permission(e.g., access to) his/her location such that, for example, the opponentcan travel to the same physical playfield as the user.

Character 577 may be a second character controlled either by a programor by a second player. Character 577 may have a different origin ondisplay screen 575. In this manner, a user may be physically directed toan origin after the first player sets his/her origin so that they areboth properly aligned on the physical playfield. At any time, a displayscreen, or a portion of a display screen, may include an outline of aplayfield and the user's location on that playfield. If a player has togo to a particular area of the playfield (e.g., to a particular originposition such as area 580) then this display screen may aid a user insetting up a game. One a player is on the origin, or in an origin area,then the player may be requested to begin gameplay or gameplay mayautonomously begin.

Virtual interactive objects 585 may be provided in an actuality, orlocation-based game. Such virtual interactive objects may be activatedwhen, for example, a virtual character's location on a virtual playfieldnears, contacts, and/or resides in the virtual location of the virtualinteractive object on the virtual playfield. Activating an object maycause, for example, the rules of the game to change (e.g., PACMAN caneat a ghost) or the characteristics of a player to change (e.g., theplayer obtains a particular weapon) for a period of time or until thegame, or game-level, ends. In some embodiments, virtual objects may bePICKED UP by a virtual game character (e.g., by a user physicallypressing an ACTION button on a controller such as an instruction gloveor control buttons on a gaming device). Accordingly, a virtual objectmay then be PUT DOWN by a virtual game character.

Alternatively, both user's can have any actual origin (this allows forgameplay between two remote users). As described above, multipleembodiments may be provided that configure each user's gaming system, orthe control signals provided to each user's gaming system, such that tworemote users may play on the same virtual playfield. When playing of thesame virtual playfield, the information sent to a user's gaming deviceof an opponents location may be utilized to generate a virtual characterfor that opponent on the user's gaming device. In this manner, a usermay play an actuality game, or any location-based game, against his/heropponents.

FIG. 6. shows environment 600 that includes gaming devices 620 and 630.Remote hardware 610 (e.g., a base station and/or remote processingcircuitry) may also included to assist with single player or multiplayergameplay.

Remote hardware 610 may be, for example, a remote memory (e.g., a remotedatabase) that wirelessly communicates with one, or both, of devices 620and 630. Remote hardware 610 may be positioned around the playfield and,for example. emit a local location signal. Devices 620 and 630 may thendetermine a location based on one or more signals from remote hardware610. Additional remote hardware 610 may be utilized so that devices 620and 630 can more accurately obtain their physical positions. Forexample, three instances of remote hardware 610 may be provided aroundthe playfield such that devices 620 and 630 and utilize the time ittakes for these signals (e.g., the difference in time it took totransmit/receive each signal) to triangulate the location of devices 610and/or 620.

Remote hardware 610 may include the functionality of a gaming basestation such that the location of each of devices 620 and 630, orcontrol signals indicative of the location of the devices on aplayfield, is stored/retrieved by devices 620 and/or devices 630 on oneor more instances of remote hardware 630. Persons skilled in the artwill appreciate that remote hardware 610 is not necessary. Instead,devices 620 and 630 may communicate with each other and determine theirrelation to one another. This may be cost-efficient for simplemultiplayer games such as, for example, the classic game of pong wherethe location devices represent paddles on the virtual video gameplayfield. In this manner, a “perimeterless” game of pong may be playedsuch that a user may move 1,000 feet to the left to block an incomingpong-ball from passing while, the whole time, the other user moves 1,000feet to follow the opponent player. Such a perimterless game, or anylocation-based game, may provide great a large amount of exercise to auser.

Device 620 may include one or more displays 621. Such displays may be,for example, visible or semi-visible environment displays such that auser can see the environment around him/her. Images can then beselectively displayed on displays 621 and 622 such that a user can bedisplayed gaming indicia (e.g., virtual game characters, virtualinteractive objects, and virtual impenetrable objects). Virtual gamecharacter 622 may be provided to device 620 to represent the characterthat the user of device 620 is controlling. In this manner, the locationof a user on an physical playfield may not correlate exactly to theposition of the virtual game character on the virtual game playfield.Instead, a “lagging” perspective may be provide such that the charactercontrolled by a user appears at a distance in front of the user (e.g., 5feet). In this manner, a user may be able to gain additional informationabout the video game (e.g., if another virtual character is chasinghim/her). A control may be provided to switch the perspectives of thevideo game. For example, a control button may be provided to change sucha “lagging” perspective to a first-person perspective.

Furthermore, because the location of device 630 is known, device 620 (orremote hardware 610) may provide an image of the virtual character ofdevice as virtual character 623. Accordingly, virtual character 623 maybe generated at the position where device 630 is located on the virtualplayfield to represent the user of device 630. In this manner, if theuser of device 630 picked PACMAN than virtual character 621 may bePACMAN. For displays that can provide images that completely block-outthe environment in front of the user then he/she may not see the user ofdevice 630 (if both users are playing on the same physical playfield)but the virtual character of the opponent. Generation of a user'svirtual character, at the virtual character's location on a virtualplayfield, on another user's display allows, for example, two users toplay the same game on remote physical playfields.

Any instance of display 621 may be non-visible environment display suchthat a user is not able to see his/her world—only the virtual playfield.One benefit with a visible or a semi-visible environment device is thata user may move very quickly without the worry of tripping over thephysical playfield (e.g., tripping over a rock). As a result, a user maybe operable to use a visible, or semi-visible, environment device inmore areas (e.g., a rocky field) than a non-visible environmentconfiguration that is limited to a smooth surface (e.g., a basketballcourt).

Display 631 of device 630 shows a visor-type embodiment that does notoverlay virtual characters over the positions of physical players on thesame physical playfield. Display 631 of device 630 may display othervirtual environment indicia 633 (e.g., interactive objects, impenetrableobjects, and other virtual characters). Persons skilled in the art willappreciate that virtual environment indicia 633 may includesoftware-controlled gaming characters (e.g., video game characters withartificial intelligence).

Circuitry 624 and 632 may include, for example, communications devices,processing circuitry, memory, speakers, additional locating devices, andlocating receivers/transmitters. Additional locating data may beutilized. For example, the direction that a visor, or a gaming devicewith a game display, is pointing in may be determined by any number oflocation devices. For example, four location devices may be provided todetermine not only the direction that visor 632 is pointing but also thepitch at which visor 632 is pointed in. Such information may be utilizedto determine the user's perspective of the physical environment suchthat a corresponding perspective may be generated and subsequentlydisplayed to the user. For example, four LPS devices may be provided.Two at the front of the visor at two different heights and two at theback of the visor at two different heights. If a user points his/herhead down then the two LPS devices on both sides may record a differencein location and such a difference may be translated into a the pitch ofthe helmet. The direction that the visor is pointing in may bedetermined by the position of, for example, the average location of thefront LPS devices and the average location of the rear LPS devices. Anymethods of determining the pitch and/or direction that a device ispointing in may be utilized.

Persons skilled in the art will appreciate that a base station may beprovided that determines images to be displayed to a user and transmitsthese images to a user at a rate (e.g., 32 frames per second). As aresult, the weight of visor 630 may be decreased.

Turning now to FIG. 7, a compact and inexpensive actuality gaming systemis provided as gaming system 700. Gaming system 700 of FIG. 7 mayinclude no physical input devices other than optional ON/OFF switch 710.Alternatively, however, any number of buttons 720 may be provided (e.g.,one or more FIRE WEAPON or ACTION buttons). If not additional inputcontrols are provided then, for example, the size of display screen 702may be maximized. Gaming system 700 may include chain 704 and clip 703and may be small enough to fit inside a user's pocket. A user mayinteracts with game character 725 through his/her physical location.This location may be determined by any number, or types, of locatingdevices 701 (e.g., a GPS receiver or an accelerometer). Such a systemmay set an origin reference autonomously when the game is turned ON orright before the game starts. For example, a game may display that thegame will start in a period of time (e.g., 3 seconds). Right before thegame starts, an origin position may be read from locating device 701 andstored in a portion of memory that corresponds to an origin).Accordingly, the game may call a particularly, pre-defined portion ofmemory anytime that the origin is needed for gameplay.

As illustrated, the game of FROGGER is provided on display 702. In suchan example, a user may turn ON his/her FROGGER Actuality game and theuser's origin may be stored. For embodiments where the origin is stored,the user's location with respect to that position may, for example, beutilized to move FROGGER along a virtual playfield. For embodimentswhere the origin is not stored, the user's movement may, for example, beutilized to move FROGGER (e.g., an accelerometer may be used.Alternatively, a user's change in location may be utilized. Therefore,if a user's location (e.g., GPS location) changes by five feet thanFROGGER's location change by 10 pixels.

Multiple types of impenetrable (or interactive) objects may be providedin a single game. For example, in FROGGER cars may be impenetrableobjects that cause FROGGER to die (e.g., lose a life). Alternatively,the perimeter of the playfield may be an invisible impenetrable objectsuch that when a user leaves a portion of the actual playfield thatcorresponds to a location of the virtual playfield outside of theperimeter, FROGGER is left behind at the perimeter. FROGGER can then bepicked back up again by the user having his/her location correlate toFROGGER's location on the playfield. An additional icon may be providedwhen such a user goes out of bounds that shows the user where out ofbounds the user is located. Such an additional icon may be beneficial toallow a user to more easily find the left-behind game character'sposition.

At the end of each level, for example, a new origin may be autonomouslyset, the user may be requested to return to the original origin (whichmay be shown on display 702 along with the user's current position),and/or the user may be prompted to select a new origin. In FROGGER, forexample, the origin may be near the boundary of the virtual playfield.Accordingly, the user may be prompted to select a direction forgameplay. Such a direction may be determined by the device prompting theuser to point the device in a particular direction (where the directionthe device is pointed in may be displayed to the user) and recordingthis direction. The origin and/or the direction the user is pointing inmay be utilized to calibrate system 700. Such directional informationmay also be utilized to calibrate an opponents gaming system, or signalssent to an opponents gaming system representative of a user's locationon a virtual playfield.

Persons skilled in the art will appreciate that a gaming systems maytake a long period of time (e.g., 30 seconds) to determine a user'slocation. This may be the result of, for example, a slow processor or alocating device that takes an amount of time to gather a location. Anumber of games may take advantage of this delay and to provide a uniqueactuality gaming experience. For example, suppose that a locating devicetakes 30 seconds to obtain location information. Display 702 may be agrid and a random box in the grid may highlight a particular period oftime (e.g., 2 minutes). A count-down timer may be provided to displaythis, or a different period of time. For example, the count-down timermay display 2 minutes (time period minus time to determine a location).During the 90 seconds that the timer counts down, the user may berequired to run to the next highlighted box. At the end of 90 secondsthe user may be prompted to stop and take a 30 second break to catchhis/her breath. During this time, a new location may be gathered and anew box on the grid highlighted. Such an example exhibits thefunctionality that even a simplistic device may provide. In thisembodiment, an exercise device may be provided that increases a user'sstamina by requesting that the user provide short bursts of movement.The selection of the next grid to be highlighted may result from analgorithm implemented to maximize the amount of calories that aparticular user (e.g., a user having a particular weight) burns.

FIG. 8 shows a number of components that may be included into gamingsystem 800. Persons skilled in the art will appreciate that componentsof gaming system 800 may also be utilized in, for example, a gaming basestation. Gaming system 800 may include one or more power sources 820,output devices 825, memory devices 830, connection terminals 835,location devices 845, manual input controls 850, wirelesstransmitters/receivers 855, additional communicationtransmitters/receivers 860, and additional components 840.

FIG. 9 shows a few of the many types of location-based gaming systemsoperable to be constructed in accordance with the principles of thepresent invention. Particularly, FIG. 9 shows gaming systems 910, 930,and 960.

System 910 includes gaming system 911. Gaming system 911 may operate asfollows. Step 921 waits until the system is turned ON. When the systemis turned ON, a location-based game is initiated (e.g., step 922). Thegame continues playing until the game is over (determined by step 923).After the game is over, the results (e.g., a score, “GAME OVER,” or“GAME WON” may displayed) be displayed in step 924.

System 930 includes gaming system 931 that is operable to be separatedinto two game systems. When the two game systems are connected together,a single game-system may be provided so that, for example, a largerdisplay screen may be viewed by a user. When a two-player game isselected, the two gaming systems may be separated and information may betransmitted between the two gaming systems (e.g., location informationor other opponent control signals).

Persons skilled in the art will appreciate that game cartridges may beutilized so that a system is operable to play any number of games.System 932 may, for example, include a single cartridge port, but maycontain two separate memories (one for each of the two individualsystems). Alternatively, the system may include one memory device in thesystem that does not include the game cartridge such that that system(or both systems) may have the entire game, or a portion of the game,written to memory. In this manner, one cartridge may be utilized tosupply a game to both systems. In one embodiment, one system may run thegame off the cartridge while the other system may run the game off astored copy of the game that was written to memory on the other systembefore the two systems were separated. Each system may include, forexample, their own power supplies and processors.

System 931 may operate as follows. When the system is turned ON at step941, step 942 may initiate to receive location information (and otheradditional information) from an opponent and transmit locationinformation (and other additional information) to an opponent. When thesame location that is transmitted is received at step 943, step 944 mayinitiate and display the results of the game. Such a game may provide,for example, a global “tag your it” location-based game. The precisionof the location may be chosen to change the way such a game is played.For example, the location may represent an area code. Therefore a “tag”occurs only when both players are in the same area code. The less amountof time it takes for a user to make a “tag” may associate to a higherscore for that “tag.”

System 960 includes two commercial devices 961 and 962 programmed toplay a location-based game. System 960 may operate as follows. While agame in ON, location information is periodically transmitted andreceived by commercial devices 961 and 962. The games on commercialdevices 961 and 962 may then be updated according to the receivedinformation. Game, or level, results may be displayed in step 974.Identical results, or customized results, may be displayed to bothdevices 961 or 962.

Persons skilled in the art will appreciate that received information isnot limited to an opponents location information. For example, if anopponent performs an action (e.g, shoots a gun) that action may betransmitted, in some for, to the user's device such that the display ofthe user's device shows that action being performed by the opponent. Insuch a manner, a user's device may manipulate gameplay depending on, forexample, an opponent's location and an opponent's actions.

FIG. 10 shows one embodiment of location-based game 1000. Location basedgame 1000 may include housing 1001, display 1030, controls 1020 (e.g., akeyboard), and handles 1040.

A grid may be included, among other things, on display 1030 that isassociated to different location areas that a user may travel in.Character 1091 may be included to represent the grid location on thevirtual playfield that the user's actual location on a physicalplayfield corresponds too. One game functionality may hide unexploredareas of the grid (e.g., grid area 1092). Once the virtual characterreaches such a grid area, however, grid 1092 may be uncovered to showwhat the grid contains (if anything). Past “findings” may be displayed.For example, clue 1093 may be uncovered and permanently displayed (ordisplayed until a game event occurs).

In one game embodiment, a user may have a fixed time to find a treasureon a playfield. Each block that the user uncovers (e.g., travels to),may require the user to win a mini-game. Such a mini-game may include,for example, defeating an enemy. In such an embodiment controls 1020 maybe utilized to fight the enemy and display screen 1030 may, for theduration of the fight, replace the grid, or a portion of the grid, witha display screen showing an up-close perspective of the user's characterand the enemy. The user may be given a time period to complete eachmini-game. Other mini-games may be, for example, puzzles or other typesof games. Such games may be location-based games in which movement ofsystem 1000 moves the character in the mini-game. Some of the defeatedenemies may not be removed from the game so that a return to the gridcoordinate where the defeated enemy resides may result in a new fightwith the enemy. Enemies (or other characters) may be inserted into gridcoordinates at any time by the game and may move between such gridcoordinates. In this manner, a location-based version of the classicgame of Zelda maybe realized. Since such a game may be larger than anactual playfield (e.g., a soccer field), an origin may be manually resetat any time where the origin may be representative of a mid-gamestarting position. For example, if a user reaches the end of his/herphysical playfield at the position of the grid that character 1091resides then the user may reset that location to the origin, turnaround, and set that direction and the reference direction. Before thisoccurred, if the user walked backward, that user may have moved into agrid position down-from the location of character 1091. Now, the usermay walk in that same direction, but may move forward into the gridlocation above character 1091.

FIG. 11 shows system 1100 in which non-location based game enableddevice 1110 is enable to play location-based games with any one ofperipherals 1121, 1122, and 1123. Peripheral may include a locationsystem (e.g., a GPS device) and a unique ID that may be utilized formultiplayer use. Alternatively, just a locating device (e.g., a GPSdevice or an accelerometer) may be provided on peripheral 1121 andsoftware may be utilized in device 1110 to provide an ID for that device(if needed to play a particular multiplayer game). Alternatively,peripheral 1122 may be utilized. Peripheral 1122 may include a locationsystem and one or more particular location based games. Alternativelystill, peripheral 1123 may be provided and may include one or morelocating systems, one or more particular location-based games (e.g.,actuality games), and a ID (or an ID for each game). Persons skilled inthe art will appreciate that like the peripherals of system 1100, a gamecartridge may also include a locating device (e.g., an accelerometer orGPS device) and/or an ID for multiplayer use.

FIG. 12 shows stationary device 1210 and network topology 1250. Asmentioned above, stationary devices may also be utilized to control avirtual game character in a location-based game (e.g., an actualitygame). As in one PACMAN embodiment, a stationary personal computer maybe utilized to play a ghost on a virtual playfield against a personwhose physical position on an physical playfield controls PACMAN on thatsame virtual playfield. The functionality that this, and otherembodiments, of the present invention may provide may provide numerousbenefits. For example, a father who is a soldier overseas fighting a warmay go to a computer and play with his child who is at home playing anactuality game in a school playground. Such a father could also put on,for example, a visor-enabled actuality system or hold a portable visibleenvironment gaming system (e.g., system 700 of FIG. 7) and go outside ofa barracks and physically play a game with, and interact with, hischild. As discussed above, such functionality may be obtained withoutsending a signal representative of either user's location (e.g., thedistance and direction from a pre-defined origin may be transmitted, notthe location itself).

Topology 1250 shows a gaming network. Such a gaming network may includeany type of communications 1251 (e.g., wire-based or wirelesscommunications). Any number of portable devices 1260 may be connected tothe network. Portable devices 1260 may utilize the internet to provideinformation (e.g., portable devices 1260 may submit information throughthe internet or publish information to a webpage accessible by othercomponents of topology 1250). Similarly, stationary devices 1270 may beincluded in and may transmit/receive information via the internet orother methods (e.g., wireless through a wireless telephone). One or moreremote facilities 1280, or third-party content providers, may be coupledto any component of network topology 1250. Such facilities, orthird-party content providers, may, for example, store gameplayinformation (e.g., a players location information or actioninformation). Such facilities, or third-party content providers, may,for example, provide games for portable devices 1260 and stationarydevices 1270 to download.

Turning now to FIG. 13, system 1300 is shown that includes user 1301using gaming device 1360 and controller 1350. Gaming device 1360 andcontroller 1350 may communicate to each other, and other devices, eitherwirelessly or through a wire-based connection. Controller 1351 andGaming device 1390 may include any components included in, for example,system 800 of FIG. 8.

For example, controller 1351 may include manual controls 1352 andanonymous controls 1353. Manual controls 1352 may take the form ofmanual buttons, such as a trigger. As such, controller 1351 may take theform of a gun. Autonomous controls 1353 may include a directional devicethat determines the direction that the gun is pointed in and/or thepitch that the gun is pointed in. Autonomous controls 1352 may alsoinclude any number of locating devices such that the location ofcontroller 1351 may be determined. Accordingly, the location ofcontroller 1351 may be determined on a pre-defined, or user-defined,playfield or in the world. Controller 1351 may take any shape. Forexample, controller 1351 may take the shape of a steering wheel,baseball bat, golf-club, sword, glove, or any other shape a user caninteract with.

Physical interactive objects may also be included with any of thecomponents of controller 1351 that multiple users may physicallyinteract with. Such physical interactive objects may include, forexample, a soccer ball, baseball, football. A user's sword may also bean interactive object because an opponents sword may physically interactwith that user's sword. Such interaction may provide additional controlssignals to a game. For example, the swords may have touch sensors todetermine when they are in contact with one another (or if something isin contact with the sword).

Gaming device 1390 may include a display in which, for example, thevirtual playfield and virtual objects (e.g., virtual characters,impenetrable objects, and interactive objects) may be displayed. Gamingdevice 1390 may also include any number of location devices 1362. Inthis manner, a user may walk through a virtual playfield by using gamingdevice 1360 and interact with the environment using controller 1351.Accordingly, gaming device 1360 may be, for example, a visor-baseddevice.

Persons skilled in the art will appreciate that manual buttons may beprovided as manual controls on a gaming device or a controller. Forexample, a SPEED BOOST button may be provided that may propel a user aparticular distance forward through a virtual playfield. Alternatively,such a SPEED BOOST button may change the scaling of the player'sphysical movement to the virtual character's movement such that thespeed of the virtual character is increased. Such a SPEED BOOST may lastfor a period of time or as long as the SPEED BOOST button is pressed. Ifthe SPEED BOOST is used to display a user's location then a new originmay, for example, be determined such that a user's movement on thephysical playfield does not cause the virtual character to return to thelocation on the virtual playfield that virtual character was before theSPEED BOOST was initiated. In this manner, an origin may periodically,or manually, be updated. Generally, an origin is a location referencethat the gaming system utilizes to map a virtual playfield to a physicalplayfield.

Generally, a game is goal-oriented in nature. The goal may be, forexample, to kill a particular character, solve a puzzle, reach aparticular destination, or perform a particular action. Generally, suchgoals are not able to be obtained on a particular physical playfield,but, for example, with video game control signals provided by a user'sinteraction with that physical playfield.

Looking at FIG. 14, flow chart 1400 is provided that illustrates oneembodiment of a multiplayer game where location information may bescaled and shared to multiple users. Flow chart 1440 may start at step1401 and continue to step 1405 where a first location (e.g., an originlocation) is determined.

Such a location may be determined by retrieving a location reading froma location device or accessing a portion of memory dedicated to storingthe most recently determined location by a location device. In thismanner a location device may be provided that writes to this dedicatedportion of memory every time a new location is determined. Such adedicated memory may include space to store more than just one location(or information representative of one location). For example, adedicated memory may store any number of locations (e.g., the last 100locations). When writing a new location to memory, that locationinformation may overwrite the oldest location stored in such memory.Alternatively, an different user's origin may be obtained in step 1405by receiving location information from a different user.

After step 1405 occurs, step 1410 may occur. In step 1410 the next, or acurrent, location may be utilized (e.g., by a processor). Alternatively,this origin location (and/or information about a user's playfieldperimeter) may be transmitted to a different user after step 1405occurs. Persons skilled in the art will appreciate that numerous stepsmay be included at any portion of flow chart 1400. For example, once anoriginal location is obtained, a virtual game character may be displayedon a virtual playfield at the origin of that virtual playfield (e.g.,PACMAN or FROGGER's origin position).

Step 1420 may occur after step 1410. As shown above in multipleembodiments multiple ways of scaling a location control input may beutilized. Scaling a location control input may similarly be utilized inmany ways. For example, scaling an input may cause a virtual gamecharacter to move at a different speed while a particular scaling isbeing used. Alternatively, multiple devices may have control informationthat is scaled so that each user may play the same game from remotelocations (e.g., “location-synching” two devices) yet even locationsynching here is optional. For example, no “location-synching” may beincluded in a game system where no origin is needed at the start of thegame, a playfield does not have a perimeter, and only thedistance/magnitude moved between two locations is used as a controlsignal).

As shown, step 1420 may determine the magnitude between the originlocation and the current location in step 1421. Additionally, step 1420may determine the direction, or angle, between the origin location andthe current location in step 1422. Such angle and magnitude informationmay be stored, for example, as a vector. To determine the angle of thenew location, for example, an angle reference vector may be generatedbased on the origin location and utilized to determine angle offset ofnew locations based on this angle reference vector. Persons skilled inthe art will appreciate that a location reading may take many forms. Insome embodiments, a location reading may be a latitude and longitude(either on the world or on a local playfield). In other embodiments, alocation reading may be a a direction and/or magnitude change or amovement vector. In even other embodiments, a location reading may be arate of acceleration.

To illustrate yet another scaling embodiment, suppose step 1420determines a direction and magnitude change. If in a multiplayer mode(e.g., step 1430) then this information may be transmitted to anopponents gaming system in step 1435. The opponent's gaming system mayhave past transmitted location information and may utilize the currenttransmitted information to determine where the user's virtual characterhas moved to on the virtual playfield. If the user and the opponent areon physical playfields of different sizes, then the control informationmay have to be scaled. Such scaling may occur before the information istransmitted such that the opponents system may not have to haveknowledge of the user's physical playfield. The transmitted informationmay be scaled (e.g., in step 1422) to a default playfield size (e.g.,the system scales to a 100 ft×100 ft default playfield size). Similarly,the opponents device may scale its own location information to thisthird, default playfield size (e.g., the system scales to a 100 ft×100ft default playfield size). Suppose the user of process 1400 is on a 10ft.×10 ft. defined physical playfield. Step 1400 may, for example,multiple each magnitude by 10 such that a location that is on the 10 ft.physical perimeter is associated to the default 100 ft. perimeter. Such100 ft. information may then be transmitted to an opponent and useddirectly by that opponents system without the need to scale. Suppose theopponent's physical playfield is 200 ft.×200 ft. Then the opponent'slocation data may be scaled, for example, by 0.5 and transmitted to theuser of process 1400 such that process 1400 does not have to scaleincoming data (instead process 1400 may assume data is already scaled).Alternatively, process 1400 may scale incoming data (and may be providedinformation as to how the incoming data should be scaled).Alternatively, location information may be transmitted and utilized as apercentage to the perimeter and the angle from the origin (such that theperimeter information may not be transmitted). Alternatively, locationinformation may be scaled to, for example, a particular user's playfield(and such information may be shared by the devices). In this manner, twophysical playfields may be normalized onto one virtual playfield (eventhough each system may technically have its own generated virtualplayfield).

Step 1400 may process the impact of location information on the videogame. Particularly, one or more locations may be translated into controlsignals to the video game and the outcome of such control signals may bedetermined and utilized to display an updated game to a user. Step 1445may display a new frame or a sequence of frames to a display to update agame. For example, if an opponent's game system takes an amount of timefor location information to be obtained (e.g., 5 seconds), step 1445 maydisplay a sequence of frames, over a period of time, such that theopponent's virtual character's location does not appear to dramaticallyskip between locations. As per another example, if a particular userperforms a particular action, a pre-stored animation may play. Such ananimation may be displayed as a sequence of frames in step 1445.

Step 1450 may determine if the games over. In this manner, step 1450 mayoccur after step 1440. If the game is not over, step 1410 may berepeated. Else, step 1455 may be initiated such that a game endingprogram is executed (e.g., the game is restarted) or a GAME OVER screenis displayed. After step 1445, the process may end at step 1499.

Systems and methods for delivering content to a wireless telephone arealso provided. For example, data interchange between wireless telephonesand the internet, or an intranet, using a minimal number of steps for atleast first time users is provided.

Confirmation that a user is in possession of a wireless telephone may beprovided, for example, by having the user respond to a text message fromthe wireless telephone. Multiple types of content may be downloaded to auser either by themselves or in groups with a single download or email.Multiple links may be included, for example, in a text message to awireless telephone such that multiple types of content may be downloadedwith a single message.

If the content (e.g., the location-based game) is free-of-charge then apayment confirmation step my be removed from a download process. Typesof content may include, for example, phone numbers, applications,location-based games, ringers, and pictures.

A data interchange is provided. Users may upload content from a wirelesstelephone and allow different people, or a select set of people (e.g.,people that the user has given permission to), to download content tothe downloading user's wireless devices (e.g., a wireless PersonalElectronic Device). For example, phone numbers may be uploaded andstored on a webpage for a particular user. Thus, a user has a backup ofhis or her wireless telephone numbers that can then be downloaded to adifferent wireless telephone. As per another example, the location of auser may be uploaded to a remote server and accessed by people that theuser has given permission to.

Interactive games are provided to wireless telephones by, for example,including a database that can store the game's progress. As in oneembodiment, to provide a simple wireless chess game, a user may uploadhis “next” move onto a remote database. In this manner, a second usermay then download this “next” move from the remote database eitherhimself, automatically, or the user may be prompted to do so. In thismanner, a user's location may be uploaded to a user database anddownloaded to a subsequent user database.

An automatic update may be provided to a wireless telephone user. Inthis manner, a user may sign up for a particular service (e.g., dailywallpaper) and, every morning, that user may be provided a differentbackground (e.g., a January 15^(th) Calendar page exhibiting a comicpersonality) every day or period of time. This feature may be extendedto games such that, every morning, a new game level, or a new game, issent to a user.

A wireless telephone is provided that is operable to have non-serviceprovider automatic updates without the consent of the wirelesstelephones user every time data is downloaded. For example, a programmay be provided to the wireless telephone that allows a user to acceptand begin downloading any type of content from a particular entity. Thisprogram utilizes the “content provider” descriptor to determine if thecontent is allowable for download. Thus, a user only has to approvecontent from the “content provider” once and then all subsequentdownloads from that content provider are automatically approved by theprogram. In order to protect from people falsifying the “contentprovider field,” a wireless telephone may be configured to send a “filereceipt message” to a source location (e.g., a wireless telephone may beconfigured to receive a “source location” description field). If theacknowledgement does not match a shipment by the source location thenthe wireless telephone may be notified of a falsified transmission andthe downloaded material deleted. A service provider (e.g., Sprint PCS)may keep a list of all content origins and may serve as an intermediaryto confirm that the file was sent by the third-party content provideracknowledged in the “source location” field.

A wireless telephone is also provided that is operable to download afile directly without a .GCD, or similar, file. This wireless telephonepreferably contains a large amount of memory (e.g., 128 MB or 1 GB) suchthat the download of a file of an unrecognizable file type does notresult in a user having to delete already downloaded content in order tomake room for the new file. The wireless telephone can be configured toprovide a message to a user if the downloaded file is of anunrecognizable type. The wireless telephone can also connect to a remotedatabase to obtain a list of file types and associated programs and, ifa program is associated to a file type, automatically download theprogram to run the previously unrecognized file type.

Person skilled in the art will appreciate that when playing in amultiplayer mode, or playing a location-based game, other functions of adevice may be utilized. For example, a user may be provided the abilityto talk to an opponent through that user's gaming system while that useris playing a multiplayer actuality game against the opponent. Such acapability may be provided, for example, by forming a wirelesscommunications message by interspersing frames of data with frames ofaudio.

From the foregoing description, persons skilled in the art willrecognize that this invention generally relates to providing a controlsignal to a game that is representative of the physical location of aperson in an actual environment and for improving data sharing andexchange in wireless devices such as wireless telephones. Personsskilled in the art will appreciate that the various configurationsdescribed herein may be combined without departing from the presentinvention. It will also be recognized that the invention may take manyforms other than those disclosed in this specification. Accordingly, itis emphasized that the invention is not limited to the disclosedassemblies and methods, but is intended to include variations to andmodifications therefrom which are within the spirit of the followingclaims.

1. A system comprising: a display; a locating device operable to determine the physical location of said locating device on a physical playfield; and a processor coupled to said display and said locating device, wherein said processor is operable to provide a video game comprising a virtual character with a virtual location on a virtual playfield, wherein said virtual location on said virtual playfield corresponds to said physical location on said physical playfield.
 2. The system of claim 1, wherein said locating device is a global positioning system receiver.
 3. The system of claim 1, wherein said physical playfield comprises a default perimeter.
 4. The system of claim 1, wherein said physical playfield comprises a perimeter selected by user-inputs.
 5. The system of claim 1, wherein said locating device is a local positioning system receiver.
 6. The system of claim 1, further comprising: a memory coupled to said processor, wherein said video game is stored in said memory.
 7. The system of claim 6, wherein location information based on said physical location, and obtained from said locating device, is stored in said memory.
 8. The system of claim 7, wherein said location information comprises a set of coordinates.
 9. The system of claim 7, wherein said location information comprises a vector having a magnitude component and a directional component.
 10. The system of claim 1, further comprising: a transmitter, wherein said processor determines an origin location at a point in time in said video game and transmits origin information based on said origin location.
 11. The system of claim 1, further comprising: a directional device, wherein said directional device is operable to determine the physical direction of said directional device on said physical playfield.
 12. The system of claim 11, wherein said virtual character is operable to point in a virtual direction on said virtual playfield and said virtual direction on said virtual playfield corresponds to said physical direction on said physical playfield.
 13. The system of claim 1, further comprising: manual controls for controlling non-located based aspects of said virtual character.
 14. The system of claim 1, further comprising: a receiver for obtaining remote origin information based on a remote origin location, wherein said processor configures the operation of said video game based on said remote origin information.
 15. The system of claim 1, further comprising: a remote memory, wherein physical location information is operable to be stored in said remote memory when said physical location is determined and said physical location information is based on said determined physical location.
 16. The system of claim 1, wherein said locating device is housed in a wireless telephone.
 17. A method for controlling a character in a location-based video game comprising: determining a first physical location of a locating device on a physical playfield; mapping a video game environment around said first physical location; and placing said character in said video game environment based on said first physical location.
 18. A method for providing a remote multiplayer location-based video game: obtaining a first physical location of a first locating device on a first physical playfield; obtaining a second physical location of a second locating device on a second physical playfield, wherein said first physical playfield is remote from said second physical playfield; and operating a video game such that first locating information from said first locating device represents a first virtual character on a virtual playfield and second locating information from said second locating device represents a second virtual character on said virtual playfield. 